1 #ifndef VEHICLE_RAPTOR_WEAPONS_H
2 #define VEHICLE_RAPTOR_WEAPONS_H
4 #include "../../weapons/all.qh"
6 CLASS(RaptorCannon, PortoLaunch)
7 /* flags */ ATTRIB(RaptorCannon, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN);
8 /* impulse */ ATTRIB(RaptorCannon, impulse, int, 3);
9 /* refname */ ATTRIB(RaptorCannon, netname, string, "raptorcannon");
10 /* wepname */ ATTRIB(RaptorCannon, message, string, _("Raptor cannon"));
11 ENDCLASS(RaptorCannon)
12 REGISTER_WEAPON(RAPTOR, NEW(RaptorCannon));
14 CLASS(RaptorBomb, PortoLaunch)
15 /* flags */ ATTRIB(RaptorBomb, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN);
16 /* impulse */ ATTRIB(RaptorBomb, impulse, int, 3);
17 /* refname */ ATTRIB(RaptorBomb, netname, string, "raptorbomb");
18 /* wepname */ ATTRIB(RaptorBomb, message, string, _("Raptor bomb"));
20 REGISTER_WEAPON(RAPTOR_BOMB, NEW(RaptorBomb));
22 CLASS(RaptorFlare, PortoLaunch)
23 /* flags */ ATTRIB(RaptorFlare, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN);
24 /* impulse */ ATTRIB(RaptorFlare, impulse, int, 3);
25 /* refname */ ATTRIB(RaptorFlare, netname, string, "raptorflare");
26 /* wepname */ ATTRIB(RaptorFlare, message, string, _("Raptor flare"));
28 REGISTER_WEAPON(RAPTOR_FLARE, NEW(RaptorFlare));
36 float autocvar_g_vehicle_raptor_cannon_cost;
37 float autocvar_g_vehicle_raptor_cannon_damage;
38 float autocvar_g_vehicle_raptor_cannon_radius;
39 float autocvar_g_vehicle_raptor_cannon_refire;
40 float autocvar_g_vehicle_raptor_cannon_speed;
41 float autocvar_g_vehicle_raptor_cannon_spread;
42 float autocvar_g_vehicle_raptor_cannon_force;
44 float autocvar_g_vehicle_raptor_bomblets;
45 float autocvar_g_vehicle_raptor_bomblet_alt;
46 float autocvar_g_vehicle_raptor_bomblet_time;
47 float autocvar_g_vehicle_raptor_bomblet_damage;
48 float autocvar_g_vehicle_raptor_bomblet_spread;
49 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
50 float autocvar_g_vehicle_raptor_bomblet_radius;
51 float autocvar_g_vehicle_raptor_bomblet_force;
52 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
54 METHOD(RaptorCannon, wr_think, void(entity thiswep, bool fire1, bool fire2)) {
56 bool isPlayer = IS_PLAYER(self);
57 entity player = isPlayer ? self : self.owner;
58 entity veh = player.vehicle;
60 // 1 [wait] 1 [wait] 2 [wait] 2 [wait] [wait]
61 float t = autocvar_g_vehicle_raptor_cannon_refire * (1 + veh.misc_bulletcounter == 4);
63 if (weapon_prepareattack(false, t)) {
64 if (isPlayer) W_SetupShot_Dir(player, v_forward, false, 0, SND(Null), CH_WEAPON_B, 0);
65 vector org = w_shotorg;
66 vector dir = w_shotdir;
68 veh.misc_bulletcounter += 1;
69 org = (veh.misc_bulletcounter <= 2) ? gettaginfo(veh.gun1, gettagindex(veh.gun1, "fire1"))
70 : (((veh.misc_bulletcounter == 4) ? veh.misc_bulletcounter = 0 : 0), gettaginfo(veh.gun2, gettagindex(veh.gun2, "fire1")));
72 veh.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
75 vehicles_projectile(EFFECT_RAPTOR_MUZZLEFLASH.eent_eff_name, SND(LASERGUN_FIRE),
76 org, normalize(dir + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
77 autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
78 DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, true, true, veh ? veh : player);
79 weapon_thinkf(WFRAME_FIRE1, 0, w_ready);
83 METHOD(RaptorCannon, wr_checkammo1, bool(RacerAttack thiswep)) {
85 bool isPlayer = IS_PLAYER(self);
86 entity player = isPlayer ? self : self.owner;
87 entity veh = player.vehicle;
88 return isPlayer || veh.vehicle_energy >= autocvar_g_vehicle_raptor_cannon_cost;
91 float autocvar_g_vehicle_raptor_bombs_refire;
93 void raptor_bombdrop();
94 METHOD(RaptorBomb, wr_think, void(entity thiswep, bool fire1, bool fire2)) {
96 bool isPlayer = IS_PLAYER(self);
97 entity player = isPlayer ? self : self.owner;
98 entity veh = player.vehicle;
101 if (weapon_prepareattack(false, autocvar_g_vehicle_raptor_bombs_refire)) {
102 if (veh) setself(veh);
104 weapon_thinkf(WFRAME_FIRE1, 0, w_ready);
109 float autocvar_g_vehicle_raptor_flare_refire;
110 float autocvar_g_vehicle_raptor_flare_lifetime;
111 float autocvar_g_vehicle_raptor_flare_chase;
112 float autocvar_g_vehicle_raptor_flare_range;
114 void raptor_flare_think();
115 void raptor_flare_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
116 void raptor_flare_touch();
118 METHOD(RaptorFlare, wr_think, void(entity thiswep, bool fire1, bool fire2)) {
120 bool isPlayer = IS_PLAYER(self);
121 entity player = isPlayer ? self : self.owner;
122 entity veh = player.vehicle;
125 if (weapon_prepareattack(true, autocvar_g_vehicle_raptor_flare_refire)) {
126 for(int i = 0; i < 3; ++i) {
127 entity _flare = spawn();
128 setmodel(_flare, MDL_VEH_RAPTOR_FLARE);
129 _flare.effects = EF_LOWPRECISION | EF_FLAME;
131 setorigin(_flare, self.origin - '0 0 16');
132 _flare.movetype = MOVETYPE_TOSS;
133 _flare.gravity = 0.15;
134 _flare.velocity = 0.25 * self.velocity + (v_forward + randomvec() * 0.25)* -500;
135 _flare.think = raptor_flare_think;
136 _flare.nextthink = time;
137 _flare.owner = veh ? veh : player;
138 _flare.solid = SOLID_CORPSE;
139 _flare.takedamage = DAMAGE_YES;
140 _flare.event_damage = raptor_flare_damage;
142 _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
143 _flare.touch = raptor_flare_touch;
145 weapon_thinkf(WFRAME_FIRE2, 0, w_ready);
151 void raptor_bomblet_boom()
153 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
154 autocvar_g_vehicle_raptor_bomblet_edgedamage,
155 autocvar_g_vehicle_raptor_bomblet_radius, world, world,
156 autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB, world);
160 void raptor_bomblet_touch()
162 if(other == self.owner)
166 self.think = raptor_bomblet_boom;
167 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
170 void raptor_bomb_burst()
173 if(autocvar_g_vehicle_raptor_bomblet_alt)
175 self.nextthink = time;
176 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
177 if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
179 UpdateCSQCProjectile(self);
187 Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT, 0, self);
189 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
192 setorigin(bomblet, self.origin);
194 bomblet.movetype = MOVETYPE_TOSS;
195 bomblet.touch = raptor_bomblet_touch;
196 bomblet.think = raptor_bomblet_boom;
197 bomblet.nextthink = time + 5;
198 bomblet.owner = self.owner;
199 bomblet.realowner = self.realowner;
200 bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
202 PROJECTILE_MAKETRIGGER(bomblet);
203 CSQCProjectile(bomblet, true, PROJECTILE_RAPTORBOMBLET, true);
209 void raptor_bombdrop()
211 entity bomb_1, bomb_2;
216 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
217 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
219 bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
220 bomb_1.velocity = bomb_2.velocity = self.velocity;
221 bomb_1.touch = bomb_2.touch = raptor_bomb_burst;
222 bomb_1.think = bomb_2.think = raptor_bomb_burst;
223 bomb_1.cnt = bomb_2.cnt = time + 10;
225 if(autocvar_g_vehicle_raptor_bomblet_alt)
226 bomb_1.nextthink = bomb_2.nextthink = time;
228 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
230 bomb_1.owner = bomb_2.owner = self;
231 bomb_1.realowner = bomb_2.realowner = self.owner;
232 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
233 bomb_1.gravity = bomb_2.gravity = 1;
235 PROJECTILE_MAKETRIGGER(bomb_1);
236 PROJECTILE_MAKETRIGGER(bomb_2);
238 CSQCProjectile(bomb_1, true, PROJECTILE_RAPTORBOMB, true);
239 CSQCProjectile(bomb_2, true, PROJECTILE_RAPTORBOMB, true);
242 void raptor_flare_touch()
247 void raptor_flare_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
249 self.health -= damage;
254 void raptor_flare_think()
256 self.nextthink = time + 0.1;
257 entity _missile = findchainentity(enemy, self.owner);
260 if(_missile.flags & FL_PROJECTILE)
261 if(vlen(self.origin - _missile.origin) < autocvar_g_vehicle_raptor_flare_range)
262 if(random() > autocvar_g_vehicle_raptor_flare_chase)
263 _missile.enemy = self;
264 _missile = _missile.chain;
267 if(self.tur_impacttime < time)
275 void RaptorCBShellfragDraw()
280 Movetype_Physics_MatchTicrate(autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
281 self.move_avelocity += randomvec() * 15;
282 self.renderflags = 0;
285 self.alpha = bound(0, self.nextthink - time, 1);
287 if(self.alpha < ALPHA_MIN_VISIBLE)
291 void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang)
296 setmodel(sfrag, MDL_VEH_RAPTOR_CB_FRAGMENT);
297 setorigin(sfrag, _org);
299 sfrag.move_movetype = MOVETYPE_BOUNCE;
300 sfrag.gravity = 0.15;
301 sfrag.solid = SOLID_CORPSE;
303 sfrag.draw = RaptorCBShellfragDraw;
305 sfrag.move_origin = sfrag.origin = _org;
306 sfrag.move_velocity = _vel;
307 sfrag.move_avelocity = prandomvec() * vlen(sfrag.move_velocity);
308 sfrag.angles = self.move_angles = _ang;
310 sfrag.move_time = time;
311 sfrag.damageforcescale = 4;
313 sfrag.nextthink = time + 3;
314 sfrag.cnt = time + 2;
316 sfrag.drawmask = MASK_NORMAL;